Evoker

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Contents

Description

evoker_male.png evoker_female.png

Evokers are powerful spellcasters, masters of the elements. Manipulating elements, evokers can deal great amount of damage to their enemies, but they suffer from a strong physical weakness.

Equipment

Weapons: Daggers, Staffs
Torso: Clothes
Head: Hats
Hands: Bracers
Feet: Shoes
Accessories: All accessories except Mounts

Suggestions

Attributes

Here a list of attributes in order of importance. Put a 9 or a 10 in the most important attributes as soon as possible:

  1. Intelligence: Raises your elemental attack, which is the only way the evoker does damage. A small bonus to elemental damage can go a long way.
  2. Wisdom: Gives you more mana points. Evoker spells use up a lot of MP, so you'll need high Wisdom to provide this fuel. 6 or 7 is usually enough.
  3. Agility: Allow you to attack before the monsters do. Evokers with high Intelligence can often kill things in one hit - at high levels, they can kill entire groups in one hit. High Agility can make the difference between getting attacked and not getting attacked.
  4. Resilience: If your agility fails you, or you don't kill everything right away, this will help you survive the monsters' attacks..
  5. Charisma: Protects the evoker from psychological effects (which you won't run into very often) and gives some extra mana points (not nearly as much as Wisdom). Always keep this at least 4; bringing it above 4 isn't very important.
  6. Strength: Evokers have no need for strength; a 1 is fine. If you really have points to spare, raising this can give you a larger inventory and a few extra HP (nothing that will turn the tide of battle).

Skills

The best choice is get only one element, Thunder have high stats but Ice is a good choice with the Frozen rod, Icy Sapphire and can do more damage in Volcano Core. Fire spells can be improved by the engineers Tweak Weapon ability. Against monsters is better get higher lvl with a AOE spell(Blizard, Electric storm ) instead of single spell.

Mastery and Power are good choices for low the Physical vulnerability, and get higher Minimum and Maximum random targets


Basicly, in most cases, you want to max out one elements AoE spell (the one you have to unlock) and power and mastery. If your mana problems are too big, spend points in mastery and power until you can handle it.

Equipment

Suggestions of the best(good choice and most used) equipment(almost all need tokens) of EP2. But for specific builds can be useless!

Weapon: Frozen rod(Ice), Staff of destruction(Fire)

Torso: Lord's robe

Head: Elemental top

Hands: Rider's protection

Feet: Heavenly Sandals

Skills

mastery.png power.png fireball.png rainoffire.png iceshard.png blizzard.png lightningstrike.png electricstorm.png magicalarmor.png windshield.png


Mastery (no prerequisite)
 passive
  Elemental damage +0.5/level
  Minimum random targets +0.02/level
  Physical vulnerability +0.375, -0.00375/level
  Elemental damage +10 +1/level (Require lvl 60)


Power (no prerequisite)
 Passive
  Maximum mana points +2/level
  Maximum random targets +0.03/level
  Physical vulnerability +0.375, -0.00375/level
  Minimum random targets +0.01/level


Fireball (no prerequisite)
 Single enemy
 Requires speech
  Deals:
   Fire damage +8, +12.5%/level


Rain of fire (requires Fireball level 15)
 Random enemies
 Requires speech
  Minimum random targets +0.5, +0.02/level
  Maximum random targets +1.5, +0.04/level
 Deals:
  Fire damage +8, +5%/level


Ice shard (requires Power level 5)
 Single enemy
 Requires speech
  Deals:
   Ice damage +10, +12.5%/level


Blizzard (requires Ice shard level 15)
 Random enemies
 Requires speech
  Minimum random targets +0.5, +0.02/level
  Maximum random targets +1.5, +0.04/level
 Deals:
  Ice damage +10, +5%/level


Lightning strike (requires Power level 15)
 Single enemy
 Requires speech
  Deals:
   Electric damage +12, +12.5%/level


Electric storm (requires Lightening strike level 15)
 Random enemies
 Requires speech
  Minimum random targets +0.5, +0.02/level
  Maximum random targets +1.5, +0.04/level
 Deals:
  Electric damage +12, +5%/level


Magical armor (requires Mastery level 10)
 Self
 Requires speech
  Raise:
   Duration +3 rounds, +0.075 round/level
   Physical protection +50, +25%/level
    Elemental protection +50, +25%/level (requires lvl 50)


Elemental shield (requires Mastery level 5)
 All allies
 Requires speech 
  Raise: 
   Duration +2 rounds, +0.05 round/level
   Elemental protection +35, +12.5%/level
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